I hope I'm not the only one who has noticed that Infernity Doom Dragon looks like a crossbreed between Vice Dragon and a moose. A crime against nature I'm sure.

Anyway, I've been neglecting this post for a while. Time is always my enemy. Hopefully I'll have more time soon, in which case I'll do a deck profile on Stitch's Fableds and the ludicrously overpowered Dark World Archetype. I have an affinity for hand-related fiends and I'm not certain as to why.

The specific topic for today is Infernity Inferno. I've talked a lot about this card in the past.

Infernity InfernoTrap / NormalDiscard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.

A relatively simple card with a relatively simple effect. It's been a staple in Infernity decks since TSHD got released just over a year ago. Essentially it is a one card set up. It gets you Necromancer, Avenger (or Beetle back in its day) and Archfiend to your Graveyard and helps empty your hand. Sure, you go minus doing so, but that doesn't matter if you're going to win that turn. Right?

Wrong.

The game is very different now and requires a different approach to things. The old concept of "going minus to go plus" isn't particularly efficient anymore. There are two reasons for this.

Effect Veiler: If this is dropped on you when you just went -3 in the hopes of winning, you're going to lose. No question about it.

Heavy Storm: It got banned. Rightfully may I add. Making an OTK isn't very easy thanks to this being banned. With 5 potential back row to stop you, you can't use Barrier/MST/Judgment as an OTK enabler. This means you will have to wait longer to get an OTK enabler, during that period your Infernos are dead.

So with that in mind, I and my fellow Infernity thread members got to work testing the deck without Inferno. I have to give a bit of credit to Emissary-of-Gorz, he was one of the (if not, the) first person to use a non-Inferno build, even though some of his card choices were questionable.

Dropping Inferno frees up space and gets rid of dead weight. However, you do forfeit speed without Inferno. Generally speaking, you'll be getting cards out of your hand the way the good lord intended us to: by summoning/setting. This can take time to do, so extra defenses are necessary.

Using the 2 extra slots made available, I now main the increasingly widespread Dimensional Prison. You all know what it does and why it's good. D Prison buys you time to get things in motion, not to mention the fact that it can deal with a lot of threats that normally would be assigned to Bottomless Trap Hole. It also works wonders against the T.G. match up.

I also dropped the variable tech card for Mind Control. Mind Control is staple with Exceeds; especially in Infernity. It keeps cards like TKRO and DCK off the field, it puts dead Stygians/Archfiends/Grephers to use and it aids in reducing lost advantage from Exceed and Synchro summoning. This applies to all decks, not just Infernity.

I do still main 3 Mirage. The logic behind doing so still remains the same. If you use it, it's a +1 or more. If it's dead, you can discard it/set it and it'll become food for Hundred-Eyes Dragon anyway. I don't like to think of Mirage in terms of the loop, if you're holding Mirage instead of going plus, then you're doing it wrong. I dislike conserving monsters in this deck, it doesn't work. They're all replaceable. Even the boss monster can be revived with little to no effort.

As I said, time is against me, so I'll use the old formatting for decks: